[Flightgear-devel] Why should maps be power of 2?

2005-01-15 Thread Robicd
I've been managing with some 3d objects to put into fgfs sceneries and I've found that faces' texture maps should be sized with power of 2. I'm using .3ds files (with .bmp maps) which don't have such limitation. Is there a reason for that? Is there a way to avoid that limitation? I find not very

Re: [Flightgear-devel] Why should maps be power of 2?

2005-01-15 Thread Curtis L. Olson
Robicd wrote: I've been managing with some 3d objects to put into fgfs sceneries and I've found that faces' texture maps should be sized with power of 2. I'm using .3ds files (with .bmp maps) which don't have such limitation. Is there a reason for that? Is there a way to avoid that limitation? I

Re: [Flightgear-devel] Why should maps be power of 2?

2005-01-15 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis L. Olson schrieb: Robicd wrote: I've been managing with some 3d objects to put into fgfs sceneries and I've found that faces' texture maps should be sized with power of 2. I'm using .3ds files (with .bmp maps) which don't have such